public void SpawnNextWave() { isSpawning = true; enemiesSpawned = 0; enemiesToSpawn = DifficultyManager.CalculateEnemiesToSpawn(); StartCoroutine(SpawnDelay()); }
private void AdjustDifficulty() { //TODO: Adjust for stash taken //Acumalitive Health int enemiesSpawned = DifficultyManager.CalculateEnemiesToSpawn(); float survivalRate = enemiesKilled / enemiesSpawned * 100; float difficulty = difficultyIncrease.Evaluate(level + 1); if (survivalRate == 0) { DifficultyManager.statusMultiplier += 0.06f * difficulty; DifficultyManager.spawnMultiplier += 2 * difficulty; DifficultyManager.globalDifficulty += 8 * difficulty; } else if (survivalRate < 4) { DifficultyManager.statusMultiplier -= 0.04f * difficulty; DifficultyManager.spawnMultiplier += 1.5f * difficulty; DifficultyManager.globalDifficulty += 4 * difficulty; } else if (survivalRate < 10) { DifficultyManager.statusMultiplier -= 0.05f * difficulty; DifficultyManager.spawnMultiplier -= difficulty; DifficultyManager.globalDifficulty -= 3 * difficulty; } else if (survivalRate < 20) { DifficultyManager.statusMultiplier -= 0.07f * difficulty; DifficultyManager.spawnMultiplier -= 0.5f * difficulty; DifficultyManager.globalDifficulty -= 6 * difficulty; } else { DifficultyManager.statusMultiplier -= 0.10f; DifficultyManager.spawnMultiplier -= 0.75f; DifficultyManager.globalDifficulty -= 8; } enemiesKilled = 0; stashTaken = 0; }